A Cycle passes.....
Action List #1
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Star Power (2 slots)
[x] [x] Continue the rebellion in the outer colonies, expand the rebellion in the 2nd tier and core cities. (+10; Factory of Faith)
- Add focus to the core beliefs of our religions, the Star God, and MASSIVE explosions.
(82+64+10= 156, success)
The rebellion continues and swells in Tricorp, forcing them to divert more forces to internal policing and use more heavy-handed methods.
While there is more success in sparking rebellion in the second-tier cities, the core colonites remain immune. And with them, the core of Tricorp's military, economy, industry, and whatever else they have at their capital.
The window of opportunity for sabotage has been increased by two cycles. (Up to four more turns)
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General R&D (2 slots)
[x] [x] X1 AppSci- Precision Mechanisms "Improve mech legs, artillery, and industry" (-20) (+10; VI Lab Aids)
(82+65-20+10= 137, success)
Chekov's plans for improved precision mechanisms demand a degree of quality control and calibration normally way beyond the usual parameters for Gremlin engineering. While he was able to simplify his work, this is beyond cutting edge stuff.
Besides improvements in mecha repair and maintenance, precision mechanisms allow for bigger guns and more accurate guns for both Mechs and Artillery. Industry also benefits from having better assembly line systems.
However, beyond application of the mechanism, no Gremlin is really attempting to take it any further or improve on Chekov's design at this time.
[+5 base strength to mech battalions]
[+5 base strength to artillery batteries]
[Industrial Sector: +5 -> +10 to one industry-related action per turn]
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General Actions (9 slots)
[x] [x] Repair Industrial Sector (0 of 100) (+30; Chekov's Reactor)
(32+51+30= 113, 113 of 100. Repairs complete)
Repairs are made promptly and quickly to the Industrial Sector and the facility is online within half the Cycle.
[x] Brew Coffee
(1d3-1= 2)
With time, effort, care, and a lot of grunt work, coffee and sugar and all the little things that go into a good cup of joe are all put together.
[Yield: x2 Coffee]
[x] Counter-Intel Ops (+20; C3^2)
(13+20= 33, failure)
Tracking down Tricorp's saboteur circle in your territory is proving to be difficult to say the least. Even with secure coms, the so-called "Tri-Sec" forces are difficult to track, let alone eliminate.
Projectionists were unable to determine when or where the next bombing attempt would occur, but it will be sooner rather than later.
[x] Finish Armor Battalion (128 of 160)
(77, 205 of 160)
the last of the energon engine conversions are complete and the tank unit is rolling off the assembly lines with ease.
Armored Company (160 points, Strength 16)
Heavy Metal: -2 to strength losses. Slow.
Battle Cannons: +4 combat strength, x2 when using Heavy Munitions
Striker Tanks: +5 combat strength.
Big lasers: +4 combat strength, x2 against armor or heavies.
???
[x] Finish High-Tech Munitions (28 of 50)
(91, 119 of 50)
Production of the initial line of high-tech munitions is complete, and there was enough enough time and surplus industrial energy to make another.
[Yield: 2x High Tech Munitions.]
[x] Build Hunter Mech Platoon Add-On* (0 of 60) (-20; expensive) (+20; The Armor Bay) (+20; Racial) (+30; Factory of Faith) (+10; Planetary Exploitation)
(33-20+20+20+30+10= 93 of 60)
It takes a ton of effort to build the high-power Hunter mechs with remaining limited resources. Without synergy with Behemoth mechs however, their capabilities are somewhat reduced. The need for some of them to work with oversized Energon engines also complicates the matter.
Once Hot fusion core production resumes, the unit can be refitted to assume maximum possible combat effectiveness.
[Add-on: Hunter mech platoon]
Hunters: +4 combat strength, x2 against mechs.
[x] [x] Bore-hole mining.
(1d6+2= 4)
(1d6+2= 5)
The boreholes churn to full power and prove their worth they they produce massive amounts of engine-metal from the depths of the engine-city. Recycling, reprocessing, reusing. The Baron is very proud, and takes a few choice bits for himself before releasing the rest for govenrment industry use.
[Yield: x9 Engine Metals]
Action List #2
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Creator R&D
[x] Creator Database Diving 101 - Unguided, lets see what turns up.
(36, failure)
Nothing important comes up. Either they keep running into Firewalls or can't make sense of the data or just keep finding trival stuff. Nothing major to report has been found.
Engineering R&D
[x] Design Miniaturized Energon engines for Power Armor.
(10, major failure)
A test engine ended up cooking the occupant alive in a prototype suit, before blowing up and causing some major damage to the lab. While the damage is contained, it will take some repairs and time to reconstruct the data.
[Engineering Lab offline for one turn]
X-1 R&D
[x] X1 Appsci- Hot Fusion 2.0 "My designs were crude. I see so much better now. I can fix them." (-30) (+25; Chekov/EVE)
(75-30+25= 70, success)
Chekov and EVE have come up with a few new designs for Hot Fusion Cores.
1) The "economical" design. Its bulkier and less refined as its predecessor, but requires less than half the metametals to work and is overall much more simple to produce. It also has a higher chance of overload if damaged, but Chekov calls it an acceptable risk.
2) The "dual stack" design. Chekov is thinking big here. Two large max-power HFC's paired together for incredibly high power. It would be extremely bulky though, and way beyond what our current mechs can even use. Evidently Chekov has other plans for these.
Chekov has also made some minor refinements to the design of the original HFC for more power. Overall, these are less radical innovations and more akin to natural evolutions of the technology. But then again, HFC technology is still beyond common Gremlin understanding, so noone else can develop new methods of plasma containment like Chekov.
Military R&D
[x] Let the Master of Arms have it, ask him for anything to help with the Tricorps invasion.
(32, failure)
The Master at Arms is diverting military R&D resources and manpower into some project of his own he isn't willing to elaborate on just yet. The government and military cut him some slack here after his previous successes and let him be to his work. Can't contain genius, so don't try.
In the meantime the Master at Arms is also at work trying to refine his powered armor designs to little success at the moment. Energon engines simply arn't working out for him right now but he isn't sure what could replace them. He reports he'll require more time or just wait until more metametals are found before pursuing the technology right now.
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Build Action
[x] Public Schooling System (108 of 250 points)
- Continue to ask for the Director's assistance.
(58, 166 of 250)
(1d20= 2, the Director is not available right now. He's busy with something else)
Classes are going well, and scholarships are beginning to be handed out to worker families to encourage higher education. The system is set and just needs to start graduating classes before results can be calculated.
Economic Action
[x] Continue Industrial DEA (95 of 400)
(65, 160 of 400)
The first of the major forgeworks are going online and on-site worker housing is also available and of reasonable quality, speeding up work. Several production lines are focused on manufacturing rather than general building. This could be of use in various consumable strategic items.
Exploration Action
[x] Scout out probable invasion routes that Tricorps could use to attack us.
- Ask for the Scout's help.
(1d20= 17, Scout helps)
There are three routes to your territory that are reasonably safe, easy for supply trains to work, and allow military forces through.
Route 1) Through the Garden. The jungle and biodome area is good for infantry to fight in, and the defender will have trouble holding onto it due to limited defensibility of the area compared to the abundance of strategic points. Large amounts of vegitation, edible fruits, and arable land make this area extremely valuable. Tricorp is mustering large numbers of light infantry to take the Garden area, led by the "Trench Dog" hero.
Route 2) Through Starport-Beta. A defensible fortress for us and the troops we have there. However with open terrain and easy access routes to the area, Tricorp seem to be moving large numbers of mechs on a direct assault here, despite their internal unrest. Unknown mech classifications spotted, as well as the hero "09". Brace for incoming.
Route 3) Underground. The Scout reveals there are large maintenance shafts and tunnels the Tricorp could use. Despite airlocking several tunnels and collapsing others, The Scout cannot guarantee the security of the underground. However, coordinating units down there will be hazardous and near-impossible to say the least. In addition, the cramped conditions preclude the use of heavy weapons or even guns in areas of gas activity. It will be close-quarters combat, if Tricorp choses to send anyone this way. The Scout has deployed his Rangers to cover this area, just in case.
Espionage Action
[x] Aid the Tricorps rebellion, give supplies, run recon, get intel, sabotage supply lines. (+20; The Spy) (+20; Zeal Rebellion)
(77+20+20= 117, critical success)
The Spy has pulled off a miracle and contacted several resistance cells, supplying them with heavy weapons and extra firepower to cause more havoc. This was waged heavy damage to several Tricorp facilities and infrastructure.
The resistance report however that their efforts are not sustainable. Several Tricorp CEOs have viciously stamped out resistance in the second-tier cities and seems content to let the outer rim colonies rot and let the rebellion burn itself out. This isn't good. In addition, none of the resistance have been able to make a foothold in core cities. Police and security are too strong.
Regardless, at the moment Tricorp can't mobilze forces and they are taking heavy damage from within. Now is the best time to strike.
Critical Tricorp areas in the rim area.
1) Sector 45. A biological weapons factory with attendant secondary systems. Tricorp is brewing some nasty stuff here and should be neutralized.
2) Argo City. A wealthy-ish outer rim colony. Take it, and the Resistance will be able to gather public support while it will also be a base for deeper strikes.
3) The Joran Wells. Massive energon wells being pumped for fuel for the Tricorp war machine. Take out the fuel, we knock out their vehicle power, or cripple it at least.
Once all three are taken, we can then strike at the second-tier cities and then the core cities. This will not be a short war, but with Resistance support we can focus on the key areas while letting them handle secondary targets of opportunity.
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Random Actions
[X] The Inventor- NEED. MORE. COFFEE.
(1d3-1= 2 +1 Chekov)
Chekov is....a little addicted to caffeine right now. And just brewed some more coffee to sate his need for science and mental stimulation. He's thrown away most of what he made through, leaving it for other science teams while trying to develop his own personal mix. Who knew he was such a good drink mixer?
EVE reports health issues with Chekov however. Put simply, he's getting old for a Gremlin, and pushing himself too hard to get science done. EVE advises to either make him sit down and rest for a cycle, or find some longevity treatments. Chekov doesn't have forever to live.
[Yield: x3 units of coffee]
[X] The Baron- Vertical Consolidation: Engine Metals(?)
(78+20= 98, critical success)
The Baron is rapidly swallowing up several minor engine-metal industries and developing what amounts to a vertically stacked engine-metal industry. He controls supply, transport, and processing. He has competition, so this isn't a monopoly, but it is a ruthless tactic thats given him a edge against any compeditors. For the moment, he isn't pressing for monopoly however.
What he has done however, is start building a ton of smelters, mines, and processing centers with an evident intent of producing advanced engine-metal composites and other exotic materials. He's up to something and nobody can tell what.
[X] Raider R&D- Project Darkfang
Project Darkfang continues apace. Unusually, the Raider has aquised to government pressure. While she won't be showing what shes up to, she will relinquish the labspace to the government once the project is over. Thats something at least. However when a attempt was made to plant a spy in the lab, he returned with a knife and a note stuck in his back. "Government must know where its power ends and where to respect private interest."
Hidden trucks are leaving the lab, as are mechs with large coverings on them to hide....something. Military officals are guessing she's scared of Tricorp too and is building up in case of invasion. Still a bit of an issue through, considering what she's starting to demand of the military contractors and economic sources she's been given. She's pumping everything she can get up-front and damn the long-term consequences.